We don't have chase sequences, mainly because our ranged attackers tend to take out any stragglers. Although there was the time our group had to race for a skyscraper that had a rift opening over it and tearing space-time apart. It was done as a skill challenge, though.

We don't do chase sequences because we rarely care. Letting people escape at worst results in us getting more exp later when they try for revenge. Realistically our ranged guys do get them too. But when we want them alive we ALWAYS have one character who can simply say "We're having absolutely none of that." And the procede to pull out a litany of feats and spells so generally useless that you can see them glowing that they both had them and prepped them because they didn't know what else to do.

Chase sequence, huh? We had one once with parade floats. It lasted seven hours in game. Could have been more intense if we had been on the float at the front. On the other hand, we got to throw candy to the people to keep the other float from ramming us. Not entirely my idea, but I liked it, and it amused us.

It would have been rude not to finish the parade before escaping, and we were in the middle of it, after all.

Also, not relevant to the current story time, but in our latest session, the two characters who were most at odds during the start of the campaign have finally improved their dispositions towards each other. Gifts and hugs were involved.

It just so happens we did have a nice chase sequence recently. The players were the ones being chased, however. There was a golem after them, triggered by one of the players going full Dante on a simple lock. It basically filled the room, so even with seven characters in the party, they decided running was safer. One of the characters, Viktor, broke off to check the room the golem came from, but it turned out to be an empty hallway. He had to catch up, leading to a sort of double chase. It ended when the golem cornered them in a room that had a small pantry which contained a bind rune for some reason. While it was bound, it was absorbing the spell, so they decided to use their magical guns to coat it in metal by having a mage melt the bullets while they fired. Luckily for them, I was already bored of their other ideas, so I let it pass with a couple of skill checks. Now there's a golem-shaped battery sitting in a quiet little pantry.

Oh! Oh! The best-- I was running a Teen Titans campaign and the party once had a chase scene On a 747 that was taxiing down the runway. We had teammates running on the fuselage, in the fuselage, the wings, and driving a pickup underneath on the runway. It wasn't a fast chase (the jet was only doing about 35 mph) but there is only so much runway until you reach the ditch and the plane crashes.

But that wasn't a big issue, the bomb in the plane was going to go off before the runway ends.

I actually have a lot of chase stories in the Pathfinder setting, but one was particularly short & interesting.

So, my brother and I each GMed the same Pathfinder module for two different groups, and in this module, the party has to acquire some dinosaur eggs and get them back to the quest-giver.

Well, come to find out, the eggs are T-Rex eggs, and when the party takes the eggs, they end up facing down one angry Dino Momma whose challenge rating is equal to all the party's character levels combined - and then some.

Combat is not an option.

So the party gets chased by a rampaging T-Rex ala Jurassic Park and they're having to run past a landslide, swing from tree to tree, avoid rival explorers who were also after the eggs - all while the T-Rex is shaking the ground with its thundering footsteps and substantial roars of fury.

At the climax of the chase, the party comes up on a cliff and has to climb for their lives. In my run, the players rushed up the side of the cliff, then the party strong men managed to rip a boulder from the cliff side and hurl it into the T-Rex's open maw as it was stretching up to take a parting chunk out of them.

In my brother's run, they did everything basically the same way, only when the T-Rex stretched up to bite them, one of the players activated his tree feather token. Token grows to full red-wood size, plummets to the ground, and crushes the poor dinosaur momma under its immense girth.

-Best use of a tree feather token I've ever seen.

Okay, so admittedly the story didn't turn out to be as short as I thought it'd be - but I still had fun typing it up anyway (:

Best chase sequence I was in was in LARP,
a Demon being chased by a Tzimisce in Horrid form being Chased by a Crinos BSD being chased by a 3 hunters, 4 Camarilla Brujah, a priest with true faith, and finally a possessed school girl dressed like sailor moon....

"You swore! Get back here! Tell the truth!"
...
Not exactly as catchy as "YOU PINKIE PROMISED!", although I suppose with the right conviction either could work.
So what did this comment accomplish? Absolutely nothing! (Yay!)

I was going to sigh and say I seldom see chase sequences... Then I remembered I'm running a slightly unconventional Dark Heresy game now.
From climbing up a multistory ladder (someone decided replacing an elevator with a ladder was a good idea) with one less arm than the team descended with and a cooing swarm of hungry reptavians that chased them to the ladders clawing furiously at the last guy's boot, to a panicked rush down random hallways to escape a horrible daemonic creature, I think we'll have plenty of opportunities to play Yakkety Sax or reenact Scooby Doo chase scenes.

I was running a fate campaign a while back with two players. One decided to play what was effectively a royal guard, the other played a thief. I sensed Trouble right from the start so I set events up to bring them together. The story was about a conspiracy with in the government and the guard character was tasked with carrying a letter. the contents of the letter basically said "kill the guy holding this". I figures I could work that to alienate the guard enough that the thief might work with him. Any way I set up their meeting so that the theif would bump in the guard, he'd drop the letter and we'd have a small chase followed by a consolidating of effort to confront this conspiracy (yes I had set it up so the thief would be insensitivity to help too).

... I't wasn't a short chase. It in fact too two and a half sessions to finish. I actually had to invent a black ops division to capture both of them and apply the tracks to end the dam thing. through the course of the chase the thief was caught no less than 4 times but kept escaping and setting up events to humiliate the guard. He ended up taking so much will damage he went temporarily insane in his rage to catch the thief. They now have a very grudging working relationship.

5th edition has chase rules, but they're completely ridiculous. Each person involved in the chase has a 50% chance of running into a random obstacle each round. One of the random obstacles is 'another enemy joins the chase'. By the time anyone even started to get tired, the party of 5 running from the 6 swamp lizards had another dozen assorted monsters chasing them...

Happy New Year to you too. I unfortunately get to work this New Years Eve and Day, but I hope everyone else has a better time than I.

Also let me get this out of the way before I get to the story I want to tell:

"I'm starting to think this would've been simpler if we'd just waited for her player to come back..."

Gee, You Think, Twilight??

*Ahem* Ok, so my game store DM told me this tale of a time he ran a campaign for a bunch of murdering hobos. They were given the task to find a master trapsmith in a nearby cave along with the following advice: As long as they went in peacefully, they would be able to get in without too much trouble.

So the party walks in, confident that they can accomplish this simple task (I should probably mention that everyone in the party is around level 12 at this point), when they spot a kobold. Upon seeing the kobold, they decide it would be fun to punch his face in and goes in for the kill. The kobold, realizing that the party meant him harm, immediately runs deeper into the cave. The party naturally gives chase.

It doesn't take them long to set off the first trap, dropping the fighters endurance by a couple of points.

Now, any sane group of adventurers would probably remember the advice given to them about the cave and probably start looking for traps. This might have happened if the kobold didn't poke his head around the corner to see if the party was still chasing it and the group deciding to vow that it was going to die the most painful death they could inflict upon it. So the chase continued with traps being sprung and the party renewing their vow with every injury. The fact that the kobold wasn't setting off any of the traps itself only served to add insult to injury as far as they were concerned.

I should probably note that they didn't just recklessly run through every trap they tripped. They did try to avoid a lot of them as they ran after the kobold. But it just seemed that, for every trap they managed to dodge, they would unwittingly run right into another trap they didn't notice before. Yet no one wanted to take the time to disarm any of the traps for fear of losing sight of the kobold that they were now justified in wanting to slaughter.

To make a long story short, the party wiped. The DM was kind enough to inform them that the level 12 party was killed by a level 1 kobold. Who just happened to be the master trapsmith they were looking for and whose masterworked traps they died to.

Suffice to say, it was a nice lesson on how not to handle a situation like this.

Most of our chase sequences were short and very uneventful. The only one that I can remember well was when we had to chase down a gnome assassin through the streets of a very populated city during rush hour. There were several instances where we were close to losing him in the crowd, but at least one person managed to make the perception check to see them. It eventually came to an end almost two hours later in-game where we cornered him at the top of a revolutionary clock tower (Big Ben basically), and instead of being caught, he jumped off and just made the check to land in the adjacent river.

We didn't find him after that, but we figured it was probably for the best (turns out he was five levels higher then us).

Only five? My players killed a 12th level Skeleton Fighter 8/ Rogue 3 tonight. They were level 3, and there're only four of them.
Nobody died, though the Monk came close and the Druid is going to have an impressive scar. The dice smiled upon them by not quite one-shotting anyone.

So this one time, I was playing a mercenary pilot inspired partly by Samus Aran - specifically, by her gunship. This PC had a basic autopilot installed on her ship, able to do things like "take off and come here". At one point, she activated it in anticipation of a foot chase.

Sure enough, it arrived just as her first turn in the chase came up, so she super-jumped (another power) up to its roof as her first action. I drew up the deckplans before the game began, specifically noting that it took one action to go from being at the roof-facing bridge airlock to being seated at the controls (if you were in atmosphere so the airlock cycling could be bypassed); I now pointed that out, and that was her turn 2. Result: on turn 3, she was in a spaceship chasing someone fleeing on foot. There was a skill challenge to accelerate just enough without massively overshooting the target, but this PC's core skill was piloting. There was no turn 4.

There was another chase where she was on foot, bouncing through a gravity-turned-off space station in narrow confines. Dexterity penalties, right? Except this character had experience in zero-g, and again there was that super-jump ability, two things the opposition lacked. Her mobility was more akin to Pinkie Pie's than Rainbow Dash's (though admittedly I was more thinking Tigger at the time).

During the Star Wars Edge of the Empire beginners box, I hadn't quite read the whole guide as I went. The players got to the stormtroopers, and I had failed to read the box that says Stormtroopers could be a real problem for low level players, and to encourage them to run if possible.

All but one of them died and the one was barely clinging to life, hiding alone in a warehouse.

I actually recently was part of a chase scene in D&D 5e. I was playing a paladin and just ran as fast as I could until the target was in range of my Command spell and yelled "HALT!" One failed save later and the chase was over before most of the party even took an action.

We were chasing a man who was involved in a conspiracy against the crown. I had the idea to land in front of and facing towards him on his horse, so I was basically sitting on the horse's neck while uncomfortably close to a guy who wanted to kill me. I managed to cut the saddle straps (miraculously without hurting the horse) and send him tumbling to the ground, but not before we'd attracted attention, which included our beloved pineapple merchant who was all too eager to testify to the guards that we were all horrible people.

I guess technically I did chase said merchant in order to retrieve our hungover rogue from the back of his cart and I was dressed for combat, not meeting new people.

Character 1: Speed Chaser, Level 20 Monk (of four winds)/Level 10 Time Thief... Our speedster. A shy Lawful Androgynous Good mailpony by day; epic Chaotic Boyish Good, Ultra Pony Roller Derby Champion by night (and when she dons her suit) 'Pony X'. We had maxed out speed as much as possible - Fleet multiple times, epic Fleet, side abilities, racial abilities, cutie mark stuff, and stopping AND slowing down time. With all of this, we surpassed the speed of sound, enabling 'Peppermint Booms'.

While chasing The Mantis God (there are not enough CR 30 creatures in the bestiary for random encounters) into a portal, Pony X ends up in the Mirror Plane (see the Manual of the Planes, but a bit cooler).

As you enter the Mirror Plane, a Mirror Double appears. An opposite alignment mirror double, that shares your memories and abilities. So as Pony X entered, a mirror of the speedster entered- a Lawful Girly Evil suited speedster who when their mask was removed, would become a Chaotic Androgynous Evil...unemployed-for-now pony.
The double had to kill Speed in order to be able to leave the Mirror Plane. If Speed left before this, the double would die. And she knew it. And was terrified.

Two higher-than-20th level monks facing off against each other could not actually hit. A fight would inevitably cause a stalemate. Once Pony X sees the double (who is suited up, like her), she asks, "Hi did the beast gate somewhere?"
The double meekly responds, "...Um, I don't know know. ...Can you die now?" "Nope, busy."

Pony X goes of running, searching for the escaped monster she was chasing. The mirror double starts chasing after her-at the exact same speed.

As they are racing, the mirrors start to break from shockwaves. Unlike the normal mirror dimension, these mirrors are not just on walls- the walls, floors, and ceilings of the maze-like corridors are all mirrors, slightly reflecting the plane, and mostly showing vistas of other planes - mostly elemental, but also some resembling cutie marks as well as the Elements of Harmony. But as the two speeding ponies race across the shiny mirrors, their hooves and the shockwaves they are producing shatters the mirrors, as a bullet whizzing past. And as the mirrors shatter, the planes collide into the corridors. Waves of fire collide into waves of positive energy. The fire is healed out of existence. Negative energy collides into positive, with just enough force to completely cancel out each other. Further waves follow.

Pony X/Speed Chaser notes,"Hmm, I'm pretty sure those crazy unicorns would know what is going on, but it seems that running really is solving problems. Goes to show them!" Just like what she is based on, racing DOES solve all problems.

The mirror double is anxious. As cake, books, and and kittens collide into the halls, the racers go on. The racers note they are both having fun, but the double says she cannot leave (or race outside) the plane until she kills Speed, due to the rules of the plane.

Pony X and the mirror double continue talking about her situation. The mirror double chooses the racing name Pony Z and the unsuited name of Sprite Chaser for herself. Eventually, Speed relents- "Well i suppose I could let you kill me if I could get a few promises. First we would need to find somewhere safe for me to respawn." (I as GM switched the Four Winds Monk reincarnation to full res because)
"Second, you would have to wait for me."
"Third, you come back with me to Equestria and be my sister."
Sprite was ecstatic about becoming Speed's sister, but anxious as to her place in life and Equestria. They both loved racing each other too much to hate each other. Sprite agreed to the terms, and they slowed down and found a safe place to do the respawning. The earth plane collapsed, creating a convenient wall. They were standing in front of a plane they were amazed at...the plane of pure SPEED. Winds, and a few objects, whizzed by at unbelievable speeds, and these mirrors were reinforced against them.
Sprite coup de graced the willing Speed Chaser. She waited for her new sister's return.

Then they both hugged, and went to the mirror leading back to Equestria. BFF opposite alignment twins.

Only three rounds had passed for the rest of the world.

For afterwards: Sprite is evil, but also wary of how many Good, powerful ponies live in Equestria. She knows she is not really BBEG material, but was born/made evil, and feels the need to enforce this (while not drawing in attention). Thus, she is both a Card Carrying Villain, and a Poke the Poodle Villain. A high level evil PC who would never try to fight the heroes, and barely hurts anyone.

My Iron Kingdoms GM LOVES chase sequences. Basically if enemies rout or otherwise leave the combat area, anyone electing to chase rolls opposed Speed checks (speed is a stat which can have checks associated with it in IKRPG) against the guys being chased. First party to win 3 checks against the other escapes/catches them. Which can sometimes lead to hilarious blowouts where the guy with SPD eighty-billion rolls poorly and gets caught by a dude in power armor.

My last chase sequence... I think was the time our party was chasing a goblin.

This particular goblin was a (very unskilled and unsubtle) hired assassin, and after he fired a crossbow at the barbarian's head from the edge of a nearby, we decided to find out who had done the hiring.

I, being the party's resident tumbler, followed him across the rooftops while the barbarian kept pace at ground level. The rest of the party caught up at various points of the city, where they had been gathering information on an unrelated subject beforehand.

We almost lost the goblin a few times, because he had a pair of magic boots that increased his jumping power considerably. Finally, the barbarian tossed a trash can at him from below; this distracted him long enough to get me in range to cast a spell that slowed him down. Unable to keep momentum for his next jump, he landed hard in the street; the resulting broken leg made it easy for us to surround him.

In a rather interesting twist of fate, by the end of that session, the paladin had decided to adopt the goblin as a pet. To this day, I'm still not quite sure how that happened, but I suspect misplaced compassion had something to do with it. (Why the goblin agreed to the adoption, I'm quite sure I shall never know.)